Spacebase structure
Habitation Module
Residential container for civilian housing, garrison conversion, medbay recovery, happiness, and local commerce.
- Tier 1-5
Tier requirements and effects
| Tier | Credits | Resources | Build duration | Applied effects |
|---|---|---|---|---|
| 1 | 0 | Immediate | Habitation Substructure Cap: 20 | |
| 2 | 2500 | Iron Ore ×500 | 10m | Habitation Substructure Cap: 40 |
| 3 | 7500 | Iron Ore ×1200, Titanium Ore ×250 | 30m | Habitation Substructure Cap: 60 |
| 4 | 22000 | Titanium Ore ×750, Tungsten Ore ×250 | 1.5h | Habitation Substructure Cap: 80 |
| 5 | 65000 | Tungsten Ore ×900, Iridium Ore ×220 | 3h | Habitation Substructure Cap: 100 |
Substructure families and operations
Residential Spires
Stacked residential towers that define civilian housing capacity and the tax base. Levels add population cap, civilian tax rate, and happiness contribution, with Trade and Base Management improving output.
- Unlock tier: 1
- Primary skill: Trade
- Secondary skill: Base Management
- Level 1 cost: 400 Credits; 1 Structural Frame T1
- Build duration: 10m at level 1; 120h at level 100.
| Effect | Per level |
|---|---|
| Population Cap | 5 |
| Tax Rate Per Civilian | 0.5 |
| Happiness Contribution | 0.5 |
Garrison Bay
Training berths and readiness offices that convert active civilians into recruitable crew. Levels add crew capacity, passive civilian-to-crew conversion, and a small happiness contribution.
- Unlock tier: 1
- Primary skill: Base Management
- Secondary skill: Tactical Command
- Level 1 cost: 450 Credits; 1 Structural Frame T1, 1 Control Circuit T1
- Build duration: 10m at level 1; 120h at level 100.
| Effect | Per level |
|---|---|
| Crew Capacity | 2 |
| Crew Conversion Rate Per Hour | 0.2 |
| Happiness Contribution | 0.2 |
Medbay
Civilian trauma wards and recovery pods for raid casualties. Levels improve wounded civilian recovery and happiness, scaling through Nanite Swarm and Engineering expertise.
- Unlock tier: 2
- Primary skill: Nanotechnology
- Secondary skill: Engineering
- Level 1 cost: 700 Credits; 2 Structural Frame T1, 1 Control Circuit T1
- Build duration: 10m at level 1; 120h at level 100.
| Effect | Per level |
|---|---|
| Wounded Recovery Rate | 0.1 |
| Happiness Contribution | 0.6 |
Promenade
Public social decks that stabilize morale across the station. Levels add strong happiness, future skill training throughput, and morale recovery support for negative events.
- Unlock tier: 3
- Primary skill: Base Management
- Secondary skill: Contracting
- Level 1 cost: 900 Credits; 2 Structural Frame T1, 2 Control Circuit T1
- Build duration: 10m at level 1; 120h at level 100.
| Effect | Per level |
|---|---|
| Happiness Contribution | 0.8 |
| Skill Xp Rate | 0.002 |
| Morale Recovery Rate | 0.01 |
Bazaar
Civilian market concourse for commerce, festivals, and future marketplace hooks. Levels add happiness while reducing festival cooldown and credit cost through Trade and Contracting.
- Unlock tier: 4
- Primary skill: Trade
- Secondary skill: Contracting
- Level 1 cost: 1100 Credits; 2 Structural Frame T1, 3 Control Circuit T1
- Build duration: 10m at level 1; 120h at level 100.
| Effect | Per level |
|---|---|
| Happiness Contribution | 0.6 |
| Festivity Cooldown Reduction Per Level | 0.005 |
| Festivity Cost Reduction Per Level | 0.003 |